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A jam submission

[JAM VERSION] Frozen FractalsView game page

A short bullet hell game with changing fractal shapes!
Submitted by dardasaba (@dardasaba6) — 9 hours, 54 minutes before the deadline
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[JAM VERSION] Frozen Fractals's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness#44.2864.286
Linux compatibility#64.2864.286
Intention#84.1434.143
Overall#84.0004.000
Implementation#93.7143.714
Presentation#123.5713.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

Loved the dialogs and how the scholars continuously rub on your face how uneducated you are. The story is absurd enough to be great!

Gameplay wise, I found it paid off to find a nice spot and stay there rather than going around dodging like crazy. The final stage for example, I only pressed buttons to destroy homings, the other bullets were not reaching me at all. Maybe having to collect some power up or some mcguffin to advance would have been a nice touch. Trying to reach that lever while the universe was shooting at you would have been epic!

In any case, nicely done. I had a good time playing!

Developer(+1)

thanks! And yeah that's a cool idea, initially for the boss level I thought of having different buttons you have to step on while being shot at to damage the boss, but initially decided to just go for one big room... Maybe I could've implemented that for every level, that you have to press a button every x seconds for the "time left" timer to resume or something

Submitted(+2)

Very impressive entry. The polish and balance speak to the amount of work invested in it. Good job!

Developer(+2)

Thanks a lot!

Host(+1)

This was a solid submission. Well paced, with a beginning, middle and end. The art is cute, and the story fun.

I really like the premise of a world corrupted and twisted into fractaline forms, even if the visuals don't quite manage to do a solid job of communicating that.

The gameplay didn't really drive my to explore the game's levels. It ended up being most effective to pick a spot and learn the patterns of projectiles in that single space. Perhaps having parts of the level become unnavigable (fractal twisting) if the player remains too long in one place could help guide them into the rest of the level.

I found myself wishing that I could do variable length dashes to control the amount of cooldown between them, or have some other way of using dashes that made alternate strategies feel more viable. As it was, I felt like I needed to save my dash to destroy the seeking projectile, and if I used it for anything else, it wouldn't charge fast enough to save me from the next seeking projectile.

I wasn't sure how people would interpret the optional prompt "fractal," and this one was exciting to discover.

It's always great to see projects with sources available.

Developer(+1)

Thanks again for all the well thought feedback!

Host(+1)

No worries! Thanks for participating ^_^

Submitted(+1)

Had a lot of fun with this one, a really solid entry into the jam!

Developer

Thanks!